Paladin
Base Class: Paladin

Upon taking the Oath of Eventide, Paladins swear themselves to the shadows and the evening light. Summoning forth strange dark energy into their weapons, these warriors use these uncanny shadows to strike curses and baleful night upon their enemies.

Most Oath of Eventide paladins swear themselves to expanding the influence of the night, and causing the busy energy of the world to become drowned in the softness of the evening deepness. Many are not fussed with taking their blades up against not only those who would drown the shadows with light, but also those who would disturb the peace of the night with hideous disturbances- as the twilight calm is best left dark, cool, and lonely.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Shadow Blade. As an action, you can imbue one weapon that you are holding with baleful Violet shadows, using your Channel Divinity. For 1 hour, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). On a hit, the weapon deals an additional 1d6 necrotic damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon (such as dropping it or being disarmed), or if you fall unconscious, this effect ends.

Dark Cross. As an action, you strike your weapon forward in a shadowy cross slash, imposing the willpower of the night, using your channel divinity. Choose a creature within your weapon’s reach. That creature and any others within 5 feet of it (not including you) must make a Constitution saving throw against your spell save DC. On a failure, creatures suffer 2d10 necrotic damage, or half as much on a success. Additionally on a failure, become cursed by the night for 1 minute. While under this dark curse, a creature has disadvantage attacking any creature more than 20 feet away from them, and take 1 necrotic damage per 5 feet they move on each of their turns. A creature can repeat this saving throw at the end of each of its turns to end the curse. This effect can also be removed through use of the remove curse spell, and lasts for a maximum of 1 minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Eventide Spells
Paladin Level Spells

3rd

Armor of Agathys, Hex

5th

Darkness, Moonbeam

9th

Fear, Phantom Steed

13th

Evard’s Black Tentacles, Hallucinatory Terrain

17th

Antilife Shell, Enervation

Aura of Stagnant Shadows

Starting at 7th level, you release a constant haze of dreary gloom around you at all times. All creatures you designate within 10 feet of you have darkvision out to a range of 120 feet and are resistant to necrotic damage. If a creature ends its turn within your aura, you can use your reaction to deal 1d8 necrotic and 1d8 cold damage to that creature.

At 18th level, the range of this aura increases to 30 feet.

Fading Gloom

Beginning at 15th level, your body becomes completely cloaked in a veil of darkness, as you fade the life and light around you to a chill silence. When you deal damage with your Divine Smite using at least a 2nd level spell slot, you can also cast the Darkness spell, centered on your space, as part of the attack. When you cast the spell in this way, it does not cost a spell slot and you do not need to concentrate on it, but it only lasts for 1 minute. You and up to 5 other creatures you designate can see through this darkness. Once you use this feature, you cannot use it again until you complete a long rest.

Additionally, Your Shadow Blade’s damage increases to an additional 2d6 necrotic damage, and your Dark Cross’ damage increases to 4d10 necrotic damage.

Embodiment of Eventide

At 20th level, as an action, you can become a shadow-cloaked master of the evening light, your silent fury manifesting as a wreath of bleak energy. For the duration, you gain the following benefits-

  • Weapon attacks you make deal necrotic damage, as well as an additional 2d6 necrotic damage, and all attacks, spells, and effects of yours’ ignore resistance to necrotic damage.
  • Whenever an enemy creature ends it’s turn within 30 feet of you, they take 2d8 necrotic damage.
  • All creatures except for those you designate treat your space and all others within 5 feet of you as being heavily obscured.
  • You gain an additional use of your Fading Gloom feature.

Once you use this feature, you can’t use it again until you finish a long rest.

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